It would be neat to see a sort of progressive survival mode, either hardcore or standard.
Like, the basic idea is that mobs get stronger in a certain interval. Hardcore mode, they get stronger each day. Zombies do more damage, have more HP, creepers have more damaging explosive attacks, etc.
For other modes, it could vary, for hard, it might be every two days, or normal, every 3-5 days.
It could change around, obviously.
But the reason for this mode would be to give a purpose to endgame... No longer would Prot IV diamond armor protect you fully anymore, you basically wouldn't be invincible any longer. Hell I'd love to see even a mod for this (if it doesn't exist anyway)
And hardcore mode, well, heh, it would definitely be a challenge. It would give a new meaning to the term "survival" in minecraft.
This has been suggested many times, but I think the basic core idea still has some decency.
The way you explained your mode though sounds like it would go from a nice challenge to otherworldly impossible, depending on the limits for mob damage, but you also said that enchanted diamond armor would be useless at some point, which means these mobs would have to do INSANE amounts of damage to do that. Most people never find that many diamonds anyway, so eventually a single tap from one mob could erase you from existence.
I'd have to agree with Notch that making mobs magically get stronger over a period of time is silly.
Instead, I would prefer the difficulty scales depending on where you go- like, how deep into the world you go. I've gone over this in detail in my improvement megathread, but to summarize it:
-Make the current hostile mobs harder to spawn in lighter areas (and so they almost never appear above ground, except in fairly dark forests and etc)
-Add some more mobs to take their place above ground- ones that are more natural, and not quite as difficult to fight (also, keep spiders above ground, but still don't spawn everywhere at night)
-Add more mobs for deeper underground. As you go deeper, more and more types of mobs appear.
This would also greatly benefit if the full 256 world height was taken advantage of, and the underground went from 63 blocks to ~90 blocks. It'd also benefit from more underground content and rewards.
This would make a system where you're fine if you stay above ground, but if you wanted a challenge, you could go further underground. And you'd get ample rewards (ideally) for going further underground.
This has been suggested many times, but I think the basic core idea still has some decency.
The way you explained your mode though sounds like it would go from a nice challenge to otherworldly impossible, depending on the limits for mob damage, but you also said that enchanted diamond armor would be useless at some point, which means these mobs would have to do INSANE amounts of damage to do that. Most people never find that many diamonds anyway, so eventually a single tap from one mob could erase you from existence.
Well, you could potentially cap the damage...and to those people who never find diamonds, well, that doesn't necessarily mean you have to play on the hardest mode available.
The damage cap could apply differently to each level of difficulty; like say for normal the max damage a mob could do may be 150%...
In my opinion, i dont really like this idea as my mob farm needs to be constantly modified so that the mobs (eg. zombies) life will be reduced to 1-1/2 hearts. Mobs with increasing health needs to be dropped at a higher platform and so on. So i dont really like the idea. But its a good idea though, increasing difficulties
Instead, I would prefer the difficulty scales depending on where you go- like, how deep into the world you go.
I'm not gonna hunt down the thread right now, but the other day I was discussing with someone the possibility of different layers of difficulty in just the terrain alone. Someone said it was stupid that you could burrow straight to bedrock using only a stone pickaxe, and I agree.
If the underland were split into more distinct layers, say three or four layers total, then each one could come with its own set of challenges. The rock would be harder to dig through. The terrain features might be different. The monsters could spawn more frequently, in larger packs, with higher hit points or more chance of armor, or even different monster types altogether. Stuff like that.
In Terraria, the world has four underground layers (if I recall), and each one looks, feels, and sounds distinct. But in Minecraft, the only way I know I've switched layers is that I find a mineral that doesn't spawn near the surface. This is pretty sad. Encountering harder basic stone types as you go down would make for a nice distinction.
Using what Minecraft has now, the idea would be that the underground has three layers: the top one can be cut by stone, the next by iron, and the third only by diamond. Or perhaps you can still dig through the second layer using a stone pickaxe, but each block takes 3 durability from your tool (instead of just 1), and when you get to the third layer it takes 9 durability and you can't even gather it.
But it seems weird to have a level cut by diamond - and I intended for that bottom layer to be the one you find diamonds in, so I'd prefer it if we had some intermediate materials that we don't have now. Say we add in copper and a way to make steel: Then you use stone through the first layer, copper through the second, iron through the third, and steel through the fourth (to finally find diamond). There might be rare spawns of diamond in the third level, though, especially near lava.
This'd give us more things to mine and make copper and steel reasonable additions to the game, as well as setting the underground into more distinct layers. Overall, I think it would be a good addition to the game.
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My nephews and I have started posting Minecraft videos on my YouTube channel! Fairly random, but enjoyable.
General schedule is 4 PM Mon-Fri and 10 AM Saturdays. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Because of that, I would have to increase maximum health. Support! A cap on damage would be nice. How about 500%? Like 25% every 3 days, reach cap of 500% at 48 days.
That would pave the way to ability of increasing maximum health, where you need to increase max health to adapt to increasing mob damage, as by the time the damage reaches the hard cap, skeleton arrows would do 10 hearts of damage. Zombie pigmen would do like 20 hearts of damage, forcing player to raise max health as Protection is becoming less useful. By the time I have full set of diamond armor, I would end up taking 4 hearts of damage on Hard. Even if I enchant it to have Protection IV, it will only decrease damage to 1 heart. Sort of like RPG.
At the original idea, this is mostly just fake difficulty, making mobs harder to simulate the game getting harder. This would also turn getting armor into a rat-race. "Can you get to the next armor tier before the damage mobs do make it irrelevant?"
At the idea that hijacked this thread, the first one was OK, but not having mobs spawn above ground is lame, I don't want to have to go down into some cave to fight mobs. There are already situations that can cause practically no mobs to spawn above ground (like having a huge cave system under your base where all the mobs spawn during the day, maxing out the mob cap for the surface at night)
At the second one that was totally off topic (kilyle), making stone harder to mine the lower you get is a horrible idea. It is minecraft, not real life, making it so I need an iron pick to effectively mine through stone which at the surface I could mine just fine with a stone one is annoying and, quite frankly, doesn't make the game any harder. It would be like forcing the player to make leather armor before they could make iron armor. In a lot of situations it is actually faster to go mine the iron you need for a full suit of armor than it is to farm a lot of cows and get enough leather for a full suit, especially if you don't spawn anywhere near a large herd of cows. That wouldn't make the game harder, just more tedious.
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ragnarock200: awesome, are those things with the creeper faces pistons or furnaces
Snowey1994: There dispensers
Yeah, it looks like I went pretty off-topic there. The basic link was that the underground's difficulty (in terms of mobs and terrain - but also rewards) could occur in layers. I should have stayed closer to the basic point of this thread, though. Sorry 'bout that.
Though the idea isn't having the Stone block become harder to mine, it's having different types of stone. Like a layer of soft sandstone, then a layer of harder regular stone, then mossy stone, and finally obsidian. Only not those blocks, obviously, but something like their respective difficulties. Though the bottom layer shouldn't take as long as Obsidian to mine, either. (It's an idea that needs refinement.)
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My nephews and I have started posting Minecraft videos on my YouTube channel! Fairly random, but enjoyable.
General schedule is 4 PM Mon-Fri and 10 AM Saturdays. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Or we could have a grace period of more than the first ten minutes of a new world. Basically have the number of mobs spawning increase the older the world gets. First Zombies, then Skeletons, then Creepers, etc., etc. That's how I would do it anyways. This window would also shrink depending on the difficulty the game was set to. With hard core having the curent ten minute window that is the first day.
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Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
Yeah, it looks like I went pretty off-topic there. The basic link was that the underground's difficulty (in terms of mobs and terrain - but also rewards) could occur in layers. I should have stayed closer to the basic point of this thread, though. Sorry 'bout that.
Though the idea isn't having the Stone block become harder to mine, it's having different types of stone. Like a layer of soft sandstone, then a layer of harder regular stone, then mossy stone, and finally obsidian. Only not those blocks, obviously, but something like their respective difficulties. Though the bottom layer shouldn't take as long as Obsidian to mine, either. (It's an idea that needs refinement.)
Agreed. By time played wouldn't really work, say in multiplayer. A person is sitting somewhere, and is new and doesn't have much. Some experienced players are mining under him. New player has to deal with mobs being scaled to their 150%
Or we could have a grace period of more than the first ten minutes of a new world.
I've argued this before: Easy ought to have the first three days be monster-free in anyplace the sun reaches. Or maybe Normal has three days and Easy has seven.
Though, in general, I'd like to see greater player control, so maybe you ought to be able to set the grace period when you start a new level, just as you currently set a bonus chest.
Another variant would be the Terraria version: Doing certain things opens up new types of mobs. Maybe digging your first diamond releases Mob X as a possible cave spawn. Maybe going to the Nether releases Mob Y into the normal world. Maybe having survived The End and beaten the Dragon releases some new mobs, or makes the existing mobs 50% harder than normal. Though I'd like to be able to set this feature either when I start a new world or when the trigger might happen ("You have just beaten the Dragon. Would you like to set all mobs to 50% higher health and damage?"). Maybe you could do this multiple times, stacking up the buff repeatedly.
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My nephews and I have started posting Minecraft videos on my YouTube channel! Fairly random, but enjoyable.
General schedule is 4 PM Mon-Fri and 10 AM Saturdays. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I've argued this before: Easy ought to have the first three days be monster-free in anyplace the sun reaches. Or maybe Normal has three days and Easy has seven.
Though, in general, I'd like to see greater player control, so maybe you ought to be able to set the grace period when you start a new level, just as you currently set a bonus chest.
Another variant would be the Terraria version: Doing certain things opens up new types of mobs. Maybe digging your first diamond releases Mob X as a possible cave spawn. Maybe going to the Nether releases Mob Y into the normal world. Maybe having survived The End and beaten the Dragon releases some new mobs, or makes the existing mobs 50% harder than normal. Though I'd like to be able to set this feature either when I start a new world or when the trigger might happen ("You have just beaten the Dragon. Would you like to set all mobs to 50% higher health and damage?"). Maybe you could do this multiple times, stacking up the buff repeatedly.
In the first part of you post I like were you are going. But perhaps have it as an on/off thing and then you choose the grace period length? Similar to how superflat now works.
As for the second part. that would be an interesting way to go about it. but I don't think we currently have enough hostiles variants in the game to warrant this kind of approach. Maybe if they added a handful of new mobs this would work but right now the different types would have to be really spaced out to the point that it would leave you fighting a single mob type for quite awhile or they would be dropped on you so fast that it wouldn't really matter. But don't get me wrong. I do think it's a good approach if there are enough monsters to keep a good pace; which I don't think Minecraft currently has. Though having things like wither skeletons walking out of the nether through your nether portal would be cool. And being able to buff mobs after beating a boss would be interesting. If they made the End more than a simple boss room they could give the Overworld a boss and have it so after you beat the boss of each dimension you can choose to buff the mobs of that particular dimension. Which could, with more additions to the nether, end up increasing the ways you can play mid and late game by a huge factor.
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Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
Oh, I was definitely thinking in terms of adding more mobs, not just using the mobs we currently have.
Though I suppose it would be possible to e.g. replace normal skeletons with wither skeletons in the overworld, once you've passed a certain threshold. Or maybe have wither skeletons spawn alongside normal skeletons, either way. Perhaps also creepers would frequently spawn as charged creepers. Perhaps some of the currently passive animals could become hostile. That sort of thing could at least be considered.
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My nephews and I have started posting Minecraft videos on my YouTube channel! Fairly random, but enjoyable.
General schedule is 4 PM Mon-Fri and 10 AM Saturdays. Most popular MC vid so far is the one Vechs laughed at on Twitter!
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It would be neat to see a sort of progressive survival mode, either hardcore or standard.
Like, the basic idea is that mobs get stronger in a certain interval. Hardcore mode, they get stronger each day. Zombies do more damage, have more HP, creepers have more damaging explosive attacks, etc.
For other modes, it could vary, for hard, it might be every two days, or normal, every 3-5 days.
It could change around, obviously.
But the reason for this mode would be to give a purpose to endgame... No longer would Prot IV diamond armor protect you fully anymore, you basically wouldn't be invincible any longer. Hell I'd love to see even a mod for this (if it doesn't exist anyway)
And hardcore mode, well, heh, it would definitely be a challenge. It would give a new meaning to the term "survival" in minecraft.
What would you guys think?
The way you explained your mode though sounds like it would go from a nice challenge to otherworldly impossible, depending on the limits for mob damage, but you also said that enchanted diamond armor would be useless at some point, which means these mobs would have to do INSANE amounts of damage to do that. Most people never find that many diamonds anyway, so eventually a single tap from one mob could erase you from existence.
The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
Instead, I would prefer the difficulty scales depending on where you go- like, how deep into the world you go. I've gone over this in detail in my improvement megathread, but to summarize it:
-Make the current hostile mobs harder to spawn in lighter areas (and so they almost never appear above ground, except in fairly dark forests and etc)
-Add some more mobs to take their place above ground- ones that are more natural, and not quite as difficult to fight (also, keep spiders above ground, but still don't spawn everywhere at night)
-Add more mobs for deeper underground. As you go deeper, more and more types of mobs appear.
This would also greatly benefit if the full 256 world height was taken advantage of, and the underground went from 63 blocks to ~90 blocks. It'd also benefit from more underground content and rewards.
This would make a system where you're fine if you stay above ground, but if you wanted a challenge, you could go further underground. And you'd get ample rewards (ideally) for going further underground.
Well, you could potentially cap the damage...and to those people who never find diamonds, well, that doesn't necessarily mean you have to play on the hardest mode available.
The damage cap could apply differently to each level of difficulty; like say for normal the max damage a mob could do may be 150%...
Or for hard, 175%, etc.
I'm not gonna hunt down the thread right now, but the other day I was discussing with someone the possibility of different layers of difficulty in just the terrain alone. Someone said it was stupid that you could burrow straight to bedrock using only a stone pickaxe, and I agree.
If the underland were split into more distinct layers, say three or four layers total, then each one could come with its own set of challenges. The rock would be harder to dig through. The terrain features might be different. The monsters could spawn more frequently, in larger packs, with higher hit points or more chance of armor, or even different monster types altogether. Stuff like that.
In Terraria, the world has four underground layers (if I recall), and each one looks, feels, and sounds distinct. But in Minecraft, the only way I know I've switched layers is that I find a mineral that doesn't spawn near the surface. This is pretty sad. Encountering harder basic stone types as you go down would make for a nice distinction.
Using what Minecraft has now, the idea would be that the underground has three layers: the top one can be cut by stone, the next by iron, and the third only by diamond. Or perhaps you can still dig through the second layer using a stone pickaxe, but each block takes 3 durability from your tool (instead of just 1), and when you get to the third layer it takes 9 durability and you can't even gather it.
But it seems weird to have a level cut by diamond - and I intended for that bottom layer to be the one you find diamonds in, so I'd prefer it if we had some intermediate materials that we don't have now. Say we add in copper and a way to make steel: Then you use stone through the first layer, copper through the second, iron through the third, and steel through the fourth (to finally find diamond). There might be rare spawns of diamond in the third level, though, especially near lava.
This'd give us more things to mine and make copper and steel reasonable additions to the game, as well as setting the underground into more distinct layers. Overall, I think it would be a good addition to the game.
My nephews and I have started posting Minecraft videos on my YouTube channel! Fairly random, but enjoyable.
General schedule is 4 PM Mon-Fri and 10 AM Saturdays. Most popular MC vid so far is the one Vechs laughed at on Twitter!
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Curse PremiumThat would pave the way to ability of increasing maximum health, where you need to increase max health to adapt to increasing mob damage, as by the time the damage reaches the hard cap, skeleton arrows would do 10 hearts of damage. Zombie pigmen would do like 20 hearts of damage, forcing player to raise max health as Protection is becoming less useful. By the time I have full set of diamond armor, I would end up taking 4 hearts of damage on Hard. Even if I enchant it to have Protection IV, it will only decrease damage to 1 heart. Sort of like RPG.
At the idea that hijacked this thread, the first one was OK, but not having mobs spawn above ground is lame, I don't want to have to go down into some cave to fight mobs. There are already situations that can cause practically no mobs to spawn above ground (like having a huge cave system under your base where all the mobs spawn during the day, maxing out the mob cap for the surface at night)
At the second one that was totally off topic (kilyle), making stone harder to mine the lower you get is a horrible idea. It is minecraft, not real life, making it so I need an iron pick to effectively mine through stone which at the surface I could mine just fine with a stone one is annoying and, quite frankly, doesn't make the game any harder. It would be like forcing the player to make leather armor before they could make iron armor. In a lot of situations it is actually faster to go mine the iron you need for a full suit of armor than it is to farm a lot of cows and get enough leather for a full suit, especially if you don't spawn anywhere near a large herd of cows. That wouldn't make the game harder, just more tedious.
Snowey1994: There dispensers
Though the idea isn't having the Stone block become harder to mine, it's having different types of stone. Like a layer of soft sandstone, then a layer of harder regular stone, then mossy stone, and finally obsidian. Only not those blocks, obviously, but something like their respective difficulties. Though the bottom layer shouldn't take as long as Obsidian to mine, either. (It's an idea that needs refinement.)
My nephews and I have started posting Minecraft videos on my YouTube channel! Fairly random, but enjoyable.
General schedule is 4 PM Mon-Fri and 10 AM Saturdays. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Agreed. By time played wouldn't really work, say in multiplayer. A person is sitting somewhere, and is new and doesn't have much. Some experienced players are mining under him. New player has to deal with mobs being scaled to their 150%
I've argued this before: Easy ought to have the first three days be monster-free in anyplace the sun reaches. Or maybe Normal has three days and Easy has seven.
Though, in general, I'd like to see greater player control, so maybe you ought to be able to set the grace period when you start a new level, just as you currently set a bonus chest.
Another variant would be the Terraria version: Doing certain things opens up new types of mobs. Maybe digging your first diamond releases Mob X as a possible cave spawn. Maybe going to the Nether releases Mob Y into the normal world. Maybe having survived The End and beaten the Dragon releases some new mobs, or makes the existing mobs 50% harder than normal. Though I'd like to be able to set this feature either when I start a new world or when the trigger might happen ("You have just beaten the Dragon. Would you like to set all mobs to 50% higher health and damage?"). Maybe you could do this multiple times, stacking up the buff repeatedly.
My nephews and I have started posting Minecraft videos on my YouTube channel! Fairly random, but enjoyable.
General schedule is 4 PM Mon-Fri and 10 AM Saturdays. Most popular MC vid so far is the one Vechs laughed at on Twitter!
In the first part of you post I like were you are going. But perhaps have it as an on/off thing and then you choose the grace period length? Similar to how superflat now works.
As for the second part. that would be an interesting way to go about it. but I don't think we currently have enough hostiles variants in the game to warrant this kind of approach. Maybe if they added a handful of new mobs this would work but right now the different types would have to be really spaced out to the point that it would leave you fighting a single mob type for quite awhile or they would be dropped on you so fast that it wouldn't really matter. But don't get me wrong. I do think it's a good approach if there are enough monsters to keep a good pace; which I don't think Minecraft currently has. Though having things like wither skeletons walking out of the nether through your nether portal would be cool. And being able to buff mobs after beating a boss would be interesting. If they made the End more than a simple boss room they could give the Overworld a boss and have it so after you beat the boss of each dimension you can choose to buff the mobs of that particular dimension. Which could, with more additions to the nether, end up increasing the ways you can play mid and late game by a huge factor.
Though I suppose it would be possible to e.g. replace normal skeletons with wither skeletons in the overworld, once you've passed a certain threshold. Or maybe have wither skeletons spawn alongside normal skeletons, either way. Perhaps also creepers would frequently spawn as charged creepers. Perhaps some of the currently passive animals could become hostile. That sort of thing could at least be considered.
My nephews and I have started posting Minecraft videos on my YouTube channel! Fairly random, but enjoyable.
General schedule is 4 PM Mon-Fri and 10 AM Saturdays. Most popular MC vid so far is the one Vechs laughed at on Twitter!